Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
From the WotC Boards: Mearls on 'Aggro'
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 3882761" data-attributes="member: 4937"><p>Errr... You say that like it is a rhetorical question. Ok, two can play that game. Isn't it obvious what would be better?</p><p></p><p>Ideally, the AI behind monsters should be constructed with some sort of theory of mind such that to the human observer, he consciously or unconsciously describes the actions he sees the computer's avatar's performing as being guided by a rational mind. We've been doing this for ages. One of the most famous examples would be the difference between Pac Man's AI, and the AI for the ghosts in Ms. Pac Man. </p><p></p><p>Most AI's constructed like that run short events based on examining the game state and have a bit of built in randomness in choosing what to do next. The goal is not so much in getting the AI to behave in the smartest possible fashion, is it is to get it to behave in a manner which is believable to the observer. Believable minds don't act in predictable manners and can't be consistantly manipulated.</p><p></p><p>Granted, AI like that is more complex (and hense more expensive), but you see that sort of AI outside of a MMORPG environment. The reason you see really really simple AI's in a MMORPG game is simple - performance. Simple scripts eat up few CPUs. And while I'm not an expert in programming MMORPGs, I'd guess that there is a boost in emmersiveness if for any given event, all the clients that observe the event can predict how the monsters will move next. So really, we are doing it this way not because it makes for a better game, or even to a certain extent because we don't know how to do it better, but because given the hardware/bandwidth contraints that an MMORPG opporates under a more sophisticated AI causes other issues.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3882761, member: 4937"] Errr... You say that like it is a rhetorical question. Ok, two can play that game. Isn't it obvious what would be better? Ideally, the AI behind monsters should be constructed with some sort of theory of mind such that to the human observer, he consciously or unconsciously describes the actions he sees the computer's avatar's performing as being guided by a rational mind. We've been doing this for ages. One of the most famous examples would be the difference between Pac Man's AI, and the AI for the ghosts in Ms. Pac Man. Most AI's constructed like that run short events based on examining the game state and have a bit of built in randomness in choosing what to do next. The goal is not so much in getting the AI to behave in the smartest possible fashion, is it is to get it to behave in a manner which is believable to the observer. Believable minds don't act in predictable manners and can't be consistantly manipulated. Granted, AI like that is more complex (and hense more expensive), but you see that sort of AI outside of a MMORPG environment. The reason you see really really simple AI's in a MMORPG game is simple - performance. Simple scripts eat up few CPUs. And while I'm not an expert in programming MMORPGs, I'd guess that there is a boost in emmersiveness if for any given event, all the clients that observe the event can predict how the monsters will move next. So really, we are doing it this way not because it makes for a better game, or even to a certain extent because we don't know how to do it better, but because given the hardware/bandwidth contraints that an MMORPG opporates under a more sophisticated AI causes other issues. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
From the WotC Boards: Mearls on 'Aggro'
Top